uniform extern float4x4 gWVP;
float4 color;

struct OutputVS {
    float4 posH   : POSITION0;
	float2 tex0   : TEXCOORD0;
};

OutputVS ColorVS(float4 posL : POSITION0,float2 tex0: TEXCOORD0) {
	OutputVS outVS = (OutputVS)0;	
	outVS.posH = posL;
	outVS.tex0 = tex0; 
    return outVS;
}

float4 ColorPS(float2 tex0 : TEXCOORD0) : COLOR {    
	return color;
}

technique TextureTech {
    pass P0 {
        vertexShader = compile vs_2_0 ColorVS();
        pixelShader  = compile ps_2_0 ColorPS();
    }
}
